199,356 Commits over 4,140 Days - 2.01cph!
Added AI prefab
Moved pause to gamemode
automerge from groups should deal with objects having modifiers now
Removed interaction Ids from unlocks (can still be used to unlock, but not unlockable)
Progression designer progress
Deleted some old unlocks (rock smash, tree felling)
Added contract in/out animations (not implemented yet) added temp music (missing from other commit)
AI can catch player, resets position for now
Zoomable progression designer & AI designer
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Fixed node resizing in progression designer
_ColorLerp in shader (should be between 0 and 1)
fixed incorrect spinner wheel gibs material path import
random number feeding into colour lerp value
Upkeep timer is saved / loaded (restores purchased upkeep time when restarting server, makes very little difference though)
Upkeep also scales with decay.scale convar (easier testing)
removed random spaces I left behind
night fog elimination via climate settings
Optimized TAA fast path in PostProcessLayer.OnPreCull
water rendering profiler sample
more lightweight culling debug
reduced lodcomp occludee min visible time
culling.env enabled by default (player testing)
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Rename the user manager back to the old name
Only move player when grounded
Node graphs only allow window drag/resizing at 1x zoom
Merged in the latest from Main
Attempting to fix the buildings pushing units underground bug:
-Building placement now grabs a list of nav mesh obstacles and does box overlap checks to find any units that are in the affected space of a building
-Once the building is placed the affected units are then moved away from the building until they are in unaffected space
-Also added a position_unit console command that positions the selected unit at the current cursor position